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  • replied
    Originally posted by 0lento View Post
    Is this still an issue? I don't remember if you can disable WaveWorks with some console parameter. I wasn't aware of WaveWorks adding a cost unused though and I don't really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

    https://github.com/0lento/UnrealEngi...4.21-GameWorks (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)
    https://github.com/0lento/UnrealEngi...orks+WaveWorks (same as above but with WaveWorks)
    This branch is 25 commits ahead, 185 commits behind EpicGames:release.
    Hmm Im not very good at this stuff :/ How stable is this build "as is" ?? Would love to try it.

    Leave a comment:


  • replied
    HairWorks 1.4 = https://www.youtube.com/watch?v=uukXXpRQpNA ?

    Leave a comment:


  • replied
    Originally posted by Sarevok View Post
    I now realized that I'm using hairworks 1.2. It is still the active link at this page:

    https://developer.nvidia.com/hairworks

    How do I download 1.4?

    It seems like 1.2 isnt saving out usable files for me.
    https://github.com/NVIDIAGameWorks/HairWorks
    NVIDIA HairWorks 1.4 beta

    https://developer.nvidia.com/gamewor...arch=HairWorks
    HairWorks plug-in for Maya and 3ds Max

    https://github.com/niexuchina/Unreal...9-HairWorks1.4
    Unreal Engine 4.19.2 for HairWorks 1.4 beta

    https://github.com/NvPhysX/UnrealEngine/tree/HairWorks
    Unreal Engine 4.16.3 for HairWorks 1.3

    Leave a comment:


  • replied
    I now realized that I'm using hairworks 1.2. It is still the active link at this page:

    https://developer.nvidia.com/hairworks

    How do I download 1.4?

    It seems like 1.2 isnt saving out usable files for me.

    Leave a comment:


  • replied
    I got it! Thanks so much! It sent the invite link to my other email which I used for github, not that I used for Epic.... Man I'm dumb

    Leave a comment:


  • replied
    Originally posted by Sarevok View Post
    Hello again, sorry if I'm missing something, but I've now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?
    It may take some time to activate, I think you should get email when they are linked. If link is fine, make sure you are logged in to that account when trying to access the ue4 fork.

    Leave a comment:


  • replied
    Hello again, sorry if I'm missing something, but I've now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?

    Thanks again!

    Leave a comment:


  • replied
    Originally posted by LX.Simedix View Post
    every thing is fine and working, except for wave work
    i don't use wave work in my level but in GPU profile saying wave work using 1.7 ms
    i really dont know how can i disable itty
    Is this still an issue? I don't remember if you can disable WaveWorks with some console parameter. I wasn't aware of WaveWorks adding a cost unused though and I don't really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

    https://github.com/0lento/UnrealEngi...4.21-GameWorks (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)
    https://github.com/0lento/UnrealEngi...orks+WaveWorks (same as above but with WaveWorks)
    Last edited by 0lento; 03-11-2019, 09:53 AM.

    Leave a comment:


  • replied
    Originally posted by Sarevok View Post
    I cant get unreal 4.21 to accept a .apx from hairworks. I'm not a programmer as I'm the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.
    I don't know much about HairWorks authoring but I think you still need to use matching HairWorks plugin on your modeling tool to export HairWorks assets. My 4.21 fork uses HairWorks 1.4. I'd start by looking how the HairWorks sample scene is setup and what kind of assets it uses.

    Leave a comment:


  • replied
    Originally posted by KamikazeXeX View Post
    EDIT: So after testing it seems the DebugGame configuration on 0lento's branch doesn't seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine
    This frankly doesn't surprise me, I haven't test compiled debug build for the engine itself for ages so these things may slip through

    Leave a comment:


  • replied
    Originally posted by tfro19 View Post
    You are awesome, but the link is down. Can you re upload this? And maybe also give me a link to instructions of how to install a patch like this?
    You need your Epic account linked to your github account to be able to access any UE4 fork: https://www.unrealengine.com/en-US/ue4-on-github
    It's also not a patch, it's modified engine version. Meaning you have to build the engine from the forks source code and use that custom build to use these techs.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Just pushed out update for merged 4.21 GameWorks: https://github.com/0lento/UnrealEngi...4.21-GameWorks

    This repo contains following GameWorks techs:
    - Blast 1.1.4
    - Flow 1.0.1
    - HairWorks 1.4
    - HBAO+ 4
    - TXAA 3
    - VXGI 2.0.1

    In addition it has support for fixed timestepping for physics and has UE4 wrappers for PhysX contact modifications (I'll make example later on how to use these to your advantage). I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
    Hi Olento,
    I started digging through this hoping to see exactly this. You are awesome, but the link is down. Can you re upload this? And maybe also give me a link to instructions of how to install a patch like this?

    Thanks!

    Leave a comment:


  • replied
    Hi everyone,
    I cant get unreal 4.21 to accept a .apx from hairworks. I'm not a programmer as I'm the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.
    Thanks in advance

    Leave a comment:


  • replied
    Are there any plans on adding support for diffuse particles to the Flex build? Or has anyone gotten this to work and can give me some pointers on how to do it?

    Leave a comment:


  • replied
    0lento (or anyone else), do you happen to know if the 4.20 FleX branch is capable of building installed (binary) builds?

    I seem to get some issues related to linker errors and maybe, just trying a clean build from scratch again and I'll post the automation tool log when it's done (if it fails again, of course).

    EDIT: So after testing it seems the DebugGame configuration on 0lento's branch doesn't seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine, I did get some complaints about VS2015 compiled binaries but it all seems to work with the example flex project.
    Last edited by KamikazeXeX; 03-04-2019, 05:06 PM.

    Leave a comment:

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